
The Sharne capital line ship. 16 hit points, 64 attack, three equipment slots — capable of mounting a Phantom Drive Cloak and arriving where no one expected it.
Ghost Fleets
Reclusive, exclusionist, and vengeful. The Sharne came late to the galactic stage and immediately wished they hadn't. Their answer was to vanish in plain sight.
The Sharne homeworld is Kha-zha-tirees — "Birthplace" in their tongue, and they take the name literally. Their religion is partially about their world; their politics are partially about keeping outsiders away from it. They had been quiet colonisers for a thousand years before any other race even knew they existed. Then a Feon-Tar splinter — the Shi-kan — encountered one of their mining colonies and wiped it out, expecting the silence to continue. The Sharne response was swift and disproportionate. Whole sectors learned the name "Sharne" in the same year.
Their fleet technology is the fastest in the galaxy. Their hyperdrives outclass every other race; their Phantom Drive Cloak equipment lets ships transit in hyperspace undetected by every known sensor; and their Tracking Modules let them follow other fleets covertly across systems.
Their capital ship, the Mortis Spyre, is a quiet flagship with 16 hit points and 64 attack. But the Sharne's real signature isn't their flagships — it's their Strip Miner Carry All, a long-haul mining vessel that lets them extract industrial-grade resource volumes from any system they choose, without the political mess of claiming it formally.

The Sharne capital line ship. 16 hit points, 64 attack, three equipment slots — capable of mounting a Phantom Drive Cloak and arriving where no one expected it.

Ten hit points and 55 attack — the most durable command ship after the Cult's Confessor. Your ARGUS bridge, and a ship that can hold its own in the line.

A carrier that can vanish in transit. Launch Wraith fighters from a position the enemy didn't know existed. The Eclipse is the heart of every Sharne ambush.

The Sharne fast-attack workhorse. Cheap, fast, and equipment-slotted for cloak or interdiction modules. Build them in tens.

The Sharne economic edge. The Carry All ferries Strip Miners between systems — extracting resources at industrial scale without the political weight of claiming the system. Mine, leave, move.
The Sharne ladder reflects their stealth identity. From small enclave to galaxy-wide invisible presence.
Hyperdrive technology is your edge. A Sharne fleet jumps faster than anyone else's. Use that. Reposition daily; never stay in one system long enough for a counter-build to arrive.
Cloak everything that can take a slot. A Phantom Drive Cloak on an Eclipse Carrier means your wing of bombers shows up in a system that had no warning. A Sharne fleet that arrives visible is a Sharne fleet that misread the situation.
Strip Miners are the long game. Set up a Strip Miner circuit that hops between four or five systems on a weekly cycle. Resources flow in without you having to defend territory — and you can pull the Carry Alls back the moment a system gets contested.
Designate your capital around your home system. Sharne care more than any other race about Kha-jotau and Kha-zha-tirees — your starting territory. Make whichever of those is yours your declared capital. Lose it and you lose your reason for fighting.
Free on every plan during alpha.
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